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Messages - Malkierian

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1
Programming / Re: LWC: On the concept of cross-platform plugins
« on: July 13, 2012, 12:41:30 AM »
Hidendra!  So glad to see you haven't given up on Terraria/TDSM.  I look forward with great anticipation to the copmletion of this framework.

2
Technical Support / Re: Help me please socket error..
« on: May 02, 2012, 09:42:34 PM »
Can't do anything without the rest of the log.  What you gave us isn't the whole story.

Also post your config file.

3
Bugs / Re: help me tdcm bug
« on: April 24, 2012, 12:43:33 AM »
Don't make me call Chuck Norris on you.

Seriously, there are many reasons why DC has decided not to update TDCM.  Your childish insults and demands will not change his mind.

4
Bugs / Re: crashlog please help
« on: April 12, 2012, 11:23:51 AM »
I would agree with elevatorguy.  I'm assuming you're using Windows 7, and W7 has an annoying folder security system.  Either you need to move your server folder to a place where the "Everyone" group has full access, or edit the security of the server folder where it's at to apply the same.

5
Programming / Re: Event Requests
« on: March 31, 2012, 08:50:06 PM »
onPlayerDead ?
...
If I'm not mistaken, does "ObituaryReceived" have a similar effect?
I believe "ObituaryReceived" only refers to hardcore characters, as they're gone for good when they die, but that could just be my misguided understanding.

6
Technical Support / Re: TDCM Problem
« on: March 25, 2012, 11:20:26 AM »
TDCM has not even been updated in the pre-releases.  It is not compatible with the latest version of Terraria or TDSM.

7
Requesting Assistance / Re: Multiple Goblin Tinkererers
« on: March 19, 2012, 02:19:12 PM »
Off-topic, since I can't answer on-topic: Think about the third letter in each of those acronyms.  "S" vs "C".  What do you think those stand for?

Server and Client.  TDSM is strictly server-side, while TDCM is strictly client-side.  TDCM, however, is mainly meant as bonus to TDSM, and not as a standalone.

8
Plugins / Re: [b37] TDSMPermissions 1.0! Now released!
« on: March 14, 2012, 03:37:34 PM »
I hope you understand why passwords are a good idea for Terraria.  With Minecraft, in order to join a server, you have already authenticated with Mojang's servers, which means you are a legitimate player and you own the name of the account you're using.

Terraria has no such system, which means, once you give people ranks and permissions, anyone else could log on with that character's name and take over those permissions.  With the password system, you're assured that whoever logs on with that user is in fact the player you are thinking.

Now, granted, it can be tiresome for a private server to have this required, and I may include an option for disabling passwords per rank and overall in the future, but there are concrete reasons why we set it up the way we did.

9
Plugins / Re: [b37] TDSMPermissions 1.0! Now released!
« on: March 12, 2012, 08:01:47 PM »
Variety is almost always a good thing.  Besides, that will allow people to have fully functional permissions while I work out the engine for YAML.

10
Plugins / Re: [b37] TDSMPermissions 1.0! Now released!
« on: March 12, 2012, 07:53:06 PM »
I do.  I would like to finish the permissions thing I started.  I think I've gained enough experience outside of it to have a much better idea of what I want to do with my engine.  And since there aren't going to be more than one more update probably, it should be a lot more stable for me to be able to develop it as I envision it.

11
Plugins / Re: [b37] TDSMPermissions 1.0! Now released!
« on: March 12, 2012, 06:26:16 PM »
Hey, glad to see your back.  ;D

"I don't even know if Restrict is going to be updated."
DeathCradle has updated it to work with b37.
LOL, thanks.  Apparently DC didn't expect to see me back, so right now I'm a mod :P

12
Plugins / Re: [b36] TDSMPermissions 1.0! Now released!
« on: March 12, 2012, 04:58:25 PM »
I haven't been using this, or b36 yet (waiting on some things) but I had a little time to test this today and there were a few things I noticed. Maybe some of them are from my own ignorance. heh.

"default:" doesn't seem to work. I assumed that this would allow someone to join and automatically be given certain permissions without registering with restrict. This does give the prefix and such before the user registers, but it doesn't give them any of the permissions. Once registered of course, they are no longer in the default group and must be entered into the yaml file. I suppose the only use for a default group is setting chat colors, prefix, and suffix then right? or is it supposed to give access to the defined nodes in the group?

Remember this?  :P
I'll try to get DeathCradle to put up the working version of Restrict when he gets on (I don't have access to the repo, that I know of).
It's still getting the wrong one...

Can you explain more about how "rank:" is used?

In restrict.properties, the restrict-guests option works as expected, but when it's set to false and the default group in the yaml file does not contain build:, which should mean the player cannot build since default for build is false, they can still build. Explicitly setting build: false doesn't work either. Also setting restrict-guests=True and then in the yaml file build: true, does not allow building. Additionally I have been unable to modify the world even after registering and setting myself in the Member group if restrict-guests=True. Take a look at my yaml file, as it was at this point in testing, below. It was just a modified demo yml.

Code: [Select]
groups:
    Guest:
        info:
            prefix: '[Guest] '
            suffix: ' - Please register.'
            default: true
            rank: 1
            color: 200,200,200
        permissions:
            - tdsm.who
    Member:
        info:
            build: true
            rank: 2
        inheritance:
            - Guest
        permissions:
            - tdsm.time
            - tdsm.give
            - tdsm.spawnboss
            - tdsm.spawnnpc
            - tdsm.time
            - tdsm.me
            - tdsm.tp
            - tdsm.tphere
            - tdsm.npcspawns
            - tdsm.purge
            - tdsm.explosions
            - tdsm.refresh
            - tdsm.spawngiver
    Sponsor:
        info:
            prefix: '[Sponsor] '
            build: true
            rank: 4
        inheritance:
        permissions:
            - tdsm.give
    Moderator:
        info:
            prefix: '[Moderator] '
            build: true
            rank: 3
            color: 200,200,0
        inheritance:
            - Member
        permissions:
            - tdsm.kick
            - tdsm.ban
    Admin:
        info:
            prefix: '[Admin] '
            build: true
            rank: 4
            color: '#aa1111'
            separator: '~ '
        permissions:
            - '*'
users:
    D3:
        groups:
            - Member


EDIT: One more thing, are tabs supported instead of spaces for indentation?
No, tabs are not supported, they need to be spaces.

Rank is used for promotion, though I'm not sure how that stands in the latest prerelease.  The higher the rank, the further up the promotion ladder it sits.

I may have to have a look at moving the Restrict routines used in TDSMP inside instead of relying on Restrict.  I don't even know if Restrict is going to be updated.

13
Announcements / Re: Surprise, We're back!
« on: March 12, 2012, 04:50:25 PM »
Holy crap, I was not expecting this.

Nor was I expecting them to stop developing Terraria so soon.

14
Announcements / Re: My last announcement - Farewell.
« on: December 22, 2011, 05:35:04 PM »
f you close the project i have a small question: do you open  the code for next programers who want continue the project?
Yes, of course, TDSM has always been open source, and if a capable dev comes along and wants to continue where we left off, they're more than welcome to make a branch and start coding.
Btw, are you still active in the Minecraft community DeathCradle? If so, you may see me there one day.
You can find me on the PlasmaCraft team right now, and though I don't currently play on a server, I look forward to the day Minecraft Forge and Spout work hand-in-hand/are merged to provide single-source functionality.  That will be a great day indeed.

15
Announcements / Re: TD*M + 1.1 - What are we doing?
« on: December 21, 2011, 01:07:07 PM »
It's not about an update storm.  And it's not just the vanilla users giving hate.  It's Redigit's total disregard for the mass server community and the work we put into fixing the server that is totally ignored by Relogic.  In doing a lot of this, we were hoping we could get Redigit to reform some of his terribly programming, but apparently he doesn't care about prolonging the use of his game by those who bought it long ago.  He just wants to get new users on so he can get more money.

At least, that's the impression he's given all of us in the server mod community (including those at tShock and other mod groups).

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